miércoles, 20 de octubre de 2010

DEMONFLAME ADVENTURE PACK PARCHE

Demonflame Adventure Pack

Our Second Adventure Pack is available for all players, level 11-40, to play and enjoy.
In this adventure you will need to travel to a realm unlike any other you have seen and face the Horrors that reside in the Qliphothic. Witchcraft will need your help to save the world and everyone in it from Luther Black and his demented plan.
To begin your journey you will need to go inside the UNTIL HQ found in Downtown Millennium City. Once inside seek out major Violette Boudreau. She will get you started.
Gather your fellow Heroes together and find out what Luther Black has planned.
There are many rewards that you can earn during your adventure. Some are available on the UNTIL Requisitions Officer while others are only available in the Qliphothic.
While playing The Demonflame Adventure Pack you can earn UNTIL tokens that you can use at the UNTIL Store to Purchase:
  • 10 new Qliphothic themed costume pieces
  • 4 new Devices
  • 3 new Action Figures
While you adventure in the Qliphothic realm you will be fighting the Horrors Critter Group. There are 3 Perks with 2 costume unlocks for this group. In addition to the standard drops, the Horrors can also drop Crafted Travel Power Components.
For an overview of the Demonflame Adventure pack head on over to the Web page: http://www.champions-online.com/demonflame


 

Pet Update

General
  • The Pet Pass is here! Many pet revisions are going on in this patch, which includes changes that were pushed to the previous PTS build as well as all of the revisions and additions that went into the most recent PTS push. In general, some big changes to Controllable Pets have occurred.
    • Pets now have a cost associated with having them active. Each pet causes a decrease to your energy generation and recovery, and increases the energy cost of your powers. This cost is scaled appropriately for 1 pet summons (like Arctic Beast or Tyrannon's Familiar) and for 2 pet summons (like Munitions Bots and Support Drones).
    • All controllable pets now have multiple costume options. These can be accessed from the Powers window, similar to emit points (hand, head, chest, etc.) for certain powers. Many pets gain access to additional costumes as they are ranked up.
    • All of the non-ritual pets have an activated power, found on their pet control bar. In some cases, these are updated versions of existing functionality, such as Turrets for Munitions Bots, or Frenzy for Command Animals. In others, pets have gained access to new powers. Sorcery Ritual pets do not have these activated powers, and are compensated with increased damage/functionality over other pets.
    • Pet summons are (once again) no longer interrupted by damage.
    • Pet defenses have been revised. All pets now have a base damage resistance that increases with each rank. At Rank 1, it is ~17%, Rank 2 is ~20%, and Rank 3 is ~24%.The base health of pets has been reduced, but health gain per rank is more substantial, as is health gained from player stats.
    • The energy cost to summon a controllable pet has been reworked. They now cost a base of 35 Energy OR no more than your Equilibrium, whichever is lower, instead of always costing your Equilibrium. This will give players that want to be able to summon multiple pets in combat a way to do so, while also ensuring players who just want to be able to have a pet up all of the time will be able to do so, regardless of build/role. This cost change coincides with the additional costs of having a pet out.
    • All pets now scale with the chosen Characteristic Focus/Super Stats, instead of Presence and Intelligence. The way the scaling works has not changed, except for both damage and health being based on the summed values of your 2 Super Stats, instead of just Presence for health and Intelligence for damage.
  • Removed the 2 second recharge time from all pets.
  • Update to pet teleport functionality
  • Default Keybinds have been added for all of the Group Pet Control Bar buttons.
  • Updated spawn FX of several pets to match the pet better.
  • Fixed a bug with Pet AI power usage timing. This will result in a substantial DPS increase for most pets.
  • Pets can now be sent to attack foes that are up to 120 feet away from you, instead of only up to 100 feet away.
  • Pets and Circles that you no longer own will now despawn.
  • All controllable pets should now teleport near their owner if they get more than 200 feet away.
  • All non-temporary pets should now persist with you through map moves.
  • Previously, the innate passive that pets have that sets their stats based on yours (Max HP, Damage Strength, and Healing Strength) was updating once every 16 seconds, which made it hard to realize your stats were having an effect on them unless you waited around long enough to see the change. They will now update every 3 seconds.
  • Pets should no longer survive after the summoning player dies
  • Pets will no longer automatically attack anything you target while they are in attack mode
  • Clicking attack will cause your pets to start attacking whatever you have targeted even if they are currently attacking a different target.
  • The pet list will now show a disabled button instead of a partially transparent button when the pet does not have a special power.
  • Pets should now correctly face their targets when attacking
  • Pets should no longer turn off flight in midair and fall to the ground
  • Pets will no longer sometimes persist after re-spawning.
Gadgeteering
  • Munitions Bots, Support Drones, and Attack Toys all lock you in place while you are summoning them, like all of the other controllable pet powers.
  • Munitions Bots: In turret mode, these will now face their target while firing.
  • Munitions Bots: No longer has lower resistance in Turret Mode.
  • Munitions Bots: Added a short recharge to the toggle power, so you don't accidentally toggle back and forth.
  • Munitions Bots: No longer gain Frag Grenade at R2. Instead, they gain a version of Micro Munitions.
  • Munitions Bots: Will now transform out of turret mode before teleporting to a player.
  • Support Drones: Got a new activated power, Weapons Platform Mode. This is a toggle, similar to the Munitions Bot toggle. In Weapons Platform Mode, Support Drones no longer heal, and instead become a light attack pet. As ranked up, they gain access to a repel power and a resistance debuff power.
  • Support Drones: Should now heal targets up to full health, instead of stopping/not starting at 90%.
  • Support Drones: Added a short recharge to the toggle power, so you don't accidentally toggle back and forth.
  • Support Drones: The FX for the heal have been updated to be more indicative of what they are hitting. At Rank 1, it is now a single target beam. At Rank 2, it looks like the old FX that indicate a Cylinder effect. At Rank 3, it has a beam with a pulse around the target for the AoE.
  • Attack Toys: No longer require you to activate Playtime, they now activate it automatically. They can now only proc playtime off of melee attacks (can't proc from Rocket Launcher or the new attack). They also have a new activated power, Fragmentation Grenade. Deals damage and does Knock Back, 30 second recharge.
  • Attack Toys: Activate time of Rocket Launcher reduced from 0.83 to 0.67.
  • Attack Toys: The Toys were not ranking up the damage of their melee attacks at Ranks 2 and 3. They do now.
  • Attack Toys: Damage type for Rocket Launcher changed from Piercing/Fire to Crushing/Fire.
  • Attack Toys: Had some bug fixes and some revisions because of those bug fixes. Replicated Attack Toys were unintentionally set to a duration of forever, instead of despawning after a period. The Replicated Toys were also doing just as much damage as the master, which was not intended. They now last 60 seconds after being summoned, and they have reduced damage and health. It now only takes the master toy 1 seconds to summon a Replicate, instead of 3 seconds, and the Replicated Attack Toys energy penalty for the owner was reduced by half. In addition, higher ranks of Attack Toys can now proc replication more often.
  • Support Drones: Increased healing by ~10%. Reduced variance on heal from 10% to 5%
Telepathy
  • Summon Nightmare: No longer performs like it was during the last PTS. Functions like it does on Live, but had some revisions made along with the controllable pet changes. Now benefits from standardized pet defenses, though the Etherhound that can be summoned at Ranks 1 and 2 no longer has the additional resistance to Paranormal damage. Melee attack range of pet powers all increased from 7 feet (5 feet in some cases) to 10 feet. The Breach power provided by the rank 3 Maelstrom Horror was doing too much damage; it has been reduced, and the recharge time and charge time on that pet power have been reduced as well. He should now also properly use his other Id Blade melee attacks, instead of wanting to spam his ranged power in melee range. All of the various pets summoned by this power got various AI tweaks, and they should start fighting sooner as well as use their attacks more frequently.
Supernatural
  • Bestial: Command Animals: No longer has the self heal or the ability to heal you when dealing damage. Now applies various debuffs as you rank them up, starting with a Poison at Rank 1, a Bleed at Rank 2, and the Shredded debuff at Rank 3. Note that these debuffs do not count as yours for purposed such as Rupturing bleeds, they belong to your pet. Instead of repeatedly taunting your target, the attacks that they deal now generate additional threat.
  • Bestial: Command Animal: The bleed applied by this pet can now only stack 1 time. The chance to apply each debuff this pet applies has been increased from 20% to 30%.
  • Bestial: Command Animals: Attack time increased from 0.83 to 1.0 second. Damage increased to compensate.
  • Bestial: Command Animals: The icon for this power has been updated.
  • Bestial: Command Animals: The bleeds caused by this pet will no longer get consumed by Reaper's Embrace.
  • Bestial: Howl: Will now affect pets.
Sorcery
  • All Sorcery Auras now buff pets on your team.
  • Ritual Summons: All Rituals now have access to the Unbound Ritual advantage. This advantage costs 2 points and causes the summon to no longer require the owner to stay in the Circle. Summoning an Unbound Ritual pet does not dismiss other, Bound Ritual pets.
  • Ritual Pets: The ritual circle will now be dismissed when the pet is dismissed.
  • March of the Dead: Updated description to state that the duration of the power scales with your Intelligence. This is just a description change
  • Tyrannon's Familiar: Now gains additional damage resistance as he is ranked up.
  • Tyrannon's Familiar: Now generates additional threat.
  • Tyrannon's Familiar: Power Siphon can no longer be interrupted by damage.
  • Tyrannon's Familiar: Power Siphon no longer locks the Familiar down while it is working, it just plays a short activation when started. The timing between pulses was reduced as well.
  • Tyrannon's Familiar: Added a tooltip to the Power Surge buff that gets placed on the pet owner when Power Siphon is used.
  • Tyrannon's Familiar: Power Surge now only stacks up to 4 times.
  • Tyrannon's Familiar: Size of Rank 2 and Rank 3 pet increased.
  • Ritual of Arcane Summoning: This pet now generates additional threat, and has an AoE attack that it uses regularly. At Rank 3, it gains a weaker version of Invulnerability.
  • Ritual of Arcane Summoning: Recharge time of his Arcane Burst power reduced from 20 seconds to 10 seconds. It no longer erroneously does additional damage to knock immune targets.
  • Ritual of Ebon Summoning: Instead of gaining Fire Breath at Rank 2 and Conflagration at Rank 3, now has access to a version of Fire Strike and Fire Ball at Rank 1, and gains Immolation and some melee AoE (when in melee range) at Rank 2, and Pyre at Rank 3.
  • Ritual of Primal Summoning: The old "mystic wolf" style version of this pet has been rebuilt as an Ice pet, and can be found there. The new version represents an incarnation of primal might, and instead uses Bites, Lunges, Howls, and Thunder to attack your foes. At higher ranks, gains an ability that grants resistance based on what it is being attacked by and also gains a self-buff when it is low on health.
  • Ritual of Radiant Summoning: Instead of just dealing damage at Rank 1 and having a self-heal ability, this pet is now capable of healing you or others at Rank 1, as well as dealing damage. Beneficence, the heal, and Rebuke, the damage power, both increase in strength as you rank up the critter. At Rank 2, this pet still gains access to Condemn, and at Rank 3 it gains a passive aura that heals nearby friends. In addition, this pet has access to a melee sword attack if foes get too close.
  • Ritual of Radiant Summoning: Condemn recharge time reduced from 20 seconds to 15 seconds.
  • Ritual of Radiant Summoning: The AI for this pet got a large rework. They are now more intelligent about when to heal versus when to attack. In most modes, they want to heal targets that are below 80% health, otherwise they will attack. In Attack mode, they will only want to heal targets when they are below 50% health. In all modes, they will heal targets up to 100% if they have no one to attack.
Ice
  • Arctic Beast: A new controllable pet has been added to the Ice framework. This is an updated version of the old Mystic Wolf that was summoned by Ritual of Primal Summoning. The new version is not a Circle pet, and has been reworked to be comparable to the other pets. This means the large amounts of AoE damage it could do with Arctic Winds has been toned down. However, the snare and perception debuffs provided at rank 3 still exist and the recharge time on Arctic Winds was reduced from 20 seconds to 15 seconds. A bug was fixed with the perception debuff that would occasionally allow it to stack for a short period of time, creating impenetrable perception debuffs. The recharge on Frost Breath was reduced from 20 seconds to 10 seconds.
Darkness
  • Drain Life: Vampiric Sympathy: Should be able to heal the Ritual of Arcane Summoning pet, as well as any other "non-living" teammates now

Powers

General
  • Due to the powers changes, all players will receive 1 Free Retcon.
  • Fixed a bug that would allow someone to use 2 block powers simultaneously. This should no longer be possible.
  • Energy Storm: Fixed typo.

Darkness
  • Shadow Bolts: This powers energy gain incorrectly had variance and has been fixed.

Martial Arts
  • Dual Blades: Rain of Steel: An error in the power was causing this power to gain too much energy after the initial attack. This has been fixed.
  • Unarmed: Righteous Fists: This powers energy gain incorrectly had variance. This has been fixed.
  • Dragon's Wrath: Tiger's Courage: Fixed typos.
  • Inexorable Tides: Fixed description at all ranks.
Ice
  • Ice Form: Should no longer leave FX on all the time, they should only appear in combat like other Passive Form powers.
Telepathy
  • Ego Placate: Svengali's Guile: The debuff provided by this advantage was unintentionally stacking with itself if you repeatedly used this power on a target. It no longer stacks, and instead refreshes the duration of the debuff.
  • Summon Nightmare: Night Terror: Now has an icon in the retcon window.
Fire
  • Immolation: The recharge time will no longer increase when you upgrade to rank 2 or 3, it will stay at a base of 90 seconds.
  • Conflagration: Fixed multiple issues with this power and the advantage. Rank 3 now requires Line of Sight to function properly. The default version of the power no longer creates an entity that causes the rain, it causes the rain directly. This allows the power to persist if the main target is killed, and also hits all targets on every tick. Also fixed the advantage so that it truly tracks your target.
  • Flashfire: Now persists if the primary target dies.
Sorcery
  • Sigils: The issue with sigil costing was found and fixed. They should be much cheaper again.
Telekinesis
  • Telekinetic Shield: Telekinetic Reinforcement: The buff icon provided by this advantage was not working properly, and will now last the full 8 second duration. Note that this was just a display issue, the resistance buff itself was working.
Power Armor
  • Concussion Beam: Fixed the description to list it as a toggle instead of a maintain, and now states (correctly) that it repels the target, not knocks.

Might
  • Roomsweeper: The damage bonus this power was receiving when hitting Knock immune targets was double the value that was intended. This bonus has been reduced to the proper value.
  • Uppercut: The damage bonus this power was receiving when hitting Knock immune targets was double the value that was intended. This bonus has been reduced to the proper value.
  • Haymaker: The damage bonus this power was receiving when hitting Knock immune targets was double the value that was intended. This bonus has been reduced to the proper value.
Nemesis
  • There are 3 new Nemesis Powers Options. Celestial, Bestial and Infernal.
  • There are 4 new Nemesis Minion Powers. Electricity, Fire, Ice, and Supernatural.
  • There are 5 new Nemesis Minions. Werewolves, Vampires, Frozen Minions, Burning Lackeys, and Charged Dynamos.
  • -The new Nemesis Minions each have 3 title rewards Perks.
UI
  • The compass will now only use the base mission to decide which waypoints to display, rather than the submission (which can cause other waypoints to not show up on the compass).
  • When a Sk Champions Zones to a new map the level will no longer display as 0
  • There is now a separate HUD option for hostile players in reticule settings
  • The Tailor UI performance has been substantially improved
  • The Need or Greed window should no longer keep you from mousing over items to see the stats and name
  • Added tooltips to the Build Selection screen.
  • Added confirmation dialog when exiting the game from the login screen.
  • Several improvements have been made to the Main Pet UI
  • The countdown timers and health bars should once again appear correctly above objects that have timers or health bars.
  • Text in the mission tracker will now align with the edge of the screen properly.
  • Forcefield numbers should once again show up correctly on teammates.
  • Changed how the sweep on buffs works, to hopefully reduce choppiness and incorrect display times.
  • Fixed a typo in the drop mission confirmation dialog box.
  • Bags should once again open correctly when clicking on them.
  • The required components in the Crafting development window will now update after changing the filters.
  • Empty power slots on the pet bar should no longer appear.
  • Interact progress bars now have an improved appearance for small values.
  • Highlight and Cntrl+C now work correctly again.
  • Items in the auction house will once again appear correctly, and display their counts.
  • Items should once again show their quality in both Loot and Crafting windows.
General
  • Dueling now supports whitelists. Players can restrict challenges to their Group, Super Group and friends. To enable the duel whitelists you can use the command (/whitelist_duels 1) To disable duel whitelist you can use the command (/whitelist_duels 0)
Critters:
  • Teliosaur will now stick to his part of Monster Island. He should no longer follow players around Monster Island.
Costumes
  • The Egyptian neck piece should now work on all chest categories
  • Naming for the Hammer Bracers has been updated
  • Increase the number of Sovereign Sons neck accessories on more chest categories
  • The ruffles neck accessory is now allowed on Fullshirts and Jackets
  • Female tails should now find themselves reattached and in the correct place.
Animation
  • Munitions animations should no longer be affected by Acrobatics. This fix will also clear up some other charge animation issues.
  • The Palm Blast Animation has been updated to address a small issue.
Items:
  • The bind restrictions on the Devices from the Until Vendor have been updated to Bind on Equip (BoE) -This affects the SL devices as well-
  • Teleiosaurus Pheromones: No longer de-toggles when you are held or disabled. Recharge reduced from 30 minutes to 30 seconds.

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